// ACE Medical System Visual Loop #include "script_component.hpp" if (!hasInterface) exitwith{}; GVAR(enabledFor) = 1; // TODO remove this once we implement settings. Just here to get the vitals working. GVAR(heartBeatSounds_Fast) = ["ACE_heartbeat_fast_1", "ACE_heartbeat_fast_2", "ACE_heartbeat_fast_3"]; GVAR(heartBeatSounds_Normal) = ["ACE_heartbeat_norm_1", "ACE_heartbeat_norm_2"]; GVAR(heartBeatSounds_Slow) = ["ACE_heartbeat_slow_1", "ACE_heartbeat_slow_2"]; ["Medical_treatmentCompleted", FUNC(onTreatmentCompleted)] call ace_common_fnc_addEventHandler; ["medical_propagateWound", FUNC(onPropagateWound)] call ace_common_fnc_addEventHandler; ["medical_woundUpdateRequest", FUNC(onWoundUpdateRequest)] call ace_common_fnc_addEventHandler; // Initialize all effects // @todo: make this a macro? _fnc_createEffect = { private ["_type", "_layer", "_default"]; _type = _this select 0; _layer = _this select 1; _default = _this select 2; _effect = ppEffectCreate [_type, _layer]; _effect ppEffectForceInNVG true; _effect ppEffectAdjust _default; _effect ppEffectCommit 0; _effect }; GVAR(effectUnconsciousCC) = [ "ColorCorrections", 4201, [1,1,0, [0,0,0,1], [0,0,0,0], [1,1,1,1], [0.4,0.4,0,0,0,0.1,0.3]] ] call _fnc_createEffect; GVAR(effectUnconsciousRB) = [ "RadialBlur", 4202, [0.01,0.01,0,0] ] call _fnc_createEffect; GVAR(effectBlindingCC) = [ "ColorCorrections", 4203, [1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]] ] call _fnc_createEffect; GVAR(effectBloodVolumeCC) = [ "ColorCorrections", 4204, [1,1,0, [0,0,0,0], [1,1,1,1], [0.2,0.2,0.2,0]] ] call _fnc_createEffect; GVAR(effectPainCA) = [ "chromAberration", 4205, [0, 0, false] ] call _fnc_createEffect; GVAR(effectPainCC) = [ "ColorCorrections", 4206, [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1.3,1.3,0,0,0,0.2,2]] ] call _fnc_createEffect; // Initialize Other Variables GVAR(effectBlind) = false; GVAR(effectTimeBlood) = time; // MAIN EFFECTS LOOP [{ // Zeus interface is open or player is dead; disable everything if (!(isNull (findDisplay 312)) or !(alive ACE_player)) exitWith { GVAR(effectUnconsciousCC) ppEffectEnable false; GVAR(effectUnconsciousRB) ppEffectEnable false; GVAR(effectBlindingCC) ppEffectEnable false; GVAR(effectBloodVolumeCC) ppEffectEnable false; GVAR(effectPainCA) ppEffectEnable false; GVAR(effectPainCC) ppEffectEnable false; ["unconscious", false] call EFUNC(common,setDisableUserInputStatus); }; // Unconsciousness effect if (ACE_player getVariable [QGVAR(isUnconscious), false]) then { GVAR(effectUnconsciousCC) ppEffectEnable true; GVAR(effectUnconsciousRB) ppEffectEnable true; GVAR(effectBlind) = true; ["unconscious", true] call EFUNC(common,setDisableUserInputStatus); } else { GVAR(effectUnconsciousCC) ppEffectEnable false; GVAR(effectUnconsciousRB) ppEffectEnable false; ["unconscious", false] call EFUNC(common,setDisableUserInputStatus); if (GVAR(effectBlind)) then { _strength = 0.78 * (call EFUNC(common,ambientBrightness)); GVAR(effectBlindingCC) ppEffectEnable true; GVAR(effectBlindingCC) ppEffectAdjust [1,1,_strength, [1,1,1,0], [0,0,0,1], [0,0,0,0]]; GVAR(effectBlindingCC) ppEffectCommit 0; [{ GVAR(effectBlindingCC) ppEffectAdjust [1,1,0, [1,1,1,0], [0,0,0,1], [0,0,0,0]]; GVAR(effectBlindingCC) ppEffectCommit ((_this select 0) * 2); }, [_strength], 0.01, 0] call EFUNC(common,waitAndExecute); [{ GVAR(effectBlindingCC) ppEffectEnable false; }, [], (_strength * 2) + 0.5, 0] call EFUNC(common,waitAndExecute); GVAR(effectBlind) = false; }; }; // Bleeding Indicator // @todo: redo this after initial release if (damage ACE_player > 0.1 and GVAR(effectTimeBlood) + 6 < time) then { GVAR(effectTimeBlood) = time; [500 * damage ACE_player] call BIS_fnc_bloodEffect; }; // Blood Volume Effect _blood = (ACE_player getVariable [QGVAR(bloodVolume), 100]) / 100; if (_blood > 0.99) then { GVAR(effectBloodVolumeCC) ppEffectEnable false; } else { GVAR(effectBloodVolumeCC) ppEffectEnable true; GVAR(effectBloodVolumeCC) ppEffectAdjust [1,1,0, [0,0,0,0], [1,1,1,_blood], [0.2,0.2,0.2,0]]; GVAR(effectBloodVolumeCC) ppEffectCommit 0; }; }, 0.5, []] call CBA_fnc_addPerFrameHandler; GVAR(lastHeartBeat) = time; GVAR(lastHeartBeatSound) = time; // @todo, remove once parameters are set up if (isNil QGVAR(level)) then { GVAR(level) = 0; }; // HEARTRATE BASED EFFECTS [{ _heartRate = ACE_player getVariable [QGVAR(heartRate), 70]; if (GVAR(level) == 1) then { _heartRate = 60 + 40 * (ACE_player getVariable [QGVAR(pain), 0]); }; if (_heartRate <= 0) exitwith {}; _interval = 60 / (_heartRate min 50); if (time > GVAR(lastHeartBeat) + _interval) then { GVAR(lastHeartBeat) = time; // Pain effect _strength = ACE_player getVariable [QGVAR(pain), 0]; // _strength = _strength * (ACE_player getVariable [QGVAR(coefPain), GVAR(coefPain)]); @todo GVAR(alternativePainEffect) = false; // @todo if (GVAR(alternativePainEffect)) then { GVAR(effectPainCC) ppEffectEnable false; if ((ACE_player getVariable [QGVAR(pain), 0]) > 0 && {alive ACE_player}) then { _strength = _strength * 0.15; GVAR(effectPainCA) ppEffectEnable true; GVAR(effectPainCA) ppEffectAdjust [_strength, _strength, false]; GVAR(effectPainCA) ppEffectCommit 0.01; [{ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false]; GVAR(effectPainCA) ppEffectCommit (_this select 1); }, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute); [{ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false]; GVAR(effectPainCA) ppEffectCommit 0.01; }, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute); [{ GVAR(effectPainCA) ppEffectAdjust [(_this select 0), (_this select 0), false]; GVAR(effectPainCA) ppEffectCommit (_this select 1); }, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute); } else { GVAR(effectPainCA) ppEffectEnable false; }; } else { GVAR(effectPainCA) ppEffectEnable false; if ((ACE_player getVariable [QGVAR(pain), 0]) > 0 && {alive ACE_player}) then { _strength = _strength * 0.6; GVAR(effectPainCC) ppEffectEnable true; GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - _strength,1 - _strength,0,0,0,0.2,2]]; GVAR(effectPainCC) ppEffectCommit 0.01; [{ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]]; GVAR(effectPainCC) ppEffectCommit (_this select 1); }, [_strength * 0.1, _interval * 0.2], _interval * 0.05, 0] call EFUNC(common,waitAndExecute); [{ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]]; GVAR(effectPainCC) ppEffectCommit 0.01; }, [_strength * 0.7], _interval * 0.3, 0] call EFUNC(common,waitAndExecute); [{ GVAR(effectPainCC) ppEffectAdjust [1,1,0, [1,1,1,1], [0,0,0,0], [1,1,1,1], [1 - (_this select 0),1 - (_this select 0),0,0,0,0.2,2]]; GVAR(effectPainCC) ppEffectCommit (_this select 1); }, [_strength * 0.1, _interval * 0.55], _interval * 0.4, 0] call EFUNC(common,waitAndExecute); } else { GVAR(effectPainCC) ppEffectEnable false; }; }; }; if (GVAR(level) >= 2 && {_heartRate > 0}) then { _minTime = 60 / _heartRate; if (time - GVAR(lastHeartBeatSound) > _minTime) then { GVAR(lastHeartBeatSound) = time; // Heart rate sound effect if (_heartRate < 60) then { _sound = GVAR(heartBeatSounds_Normal) select (random((count GVAR(heartBeatSounds_Normal)) -1)); playSound _sound; } else { if (_heartRate > 150) then { playSound "ACE_heartbeat_fast_2"; }; }; }; }; }, 0, []] call CBA_fnc_addPerFrameHandler; // broadcast injuries to JIP clients in a MP session if (isMultiplayer) then { [QGVAR(onPlayerConnected), "onPlayerConnected", { if (isNil QGVAR(InjuredCollection)) then { GVAR(InjuredCollection) = []; }; { _unit = _x; _openWounds = _unit getvariable [QGVAR(openWounds), []]; { ["medical_propagateWound", [_id], [_unit, _x]] call EFUNC(common,targetEvent); }foreach _openWounds; }foreach GVAR(InjuredCollection); }, []] call BIS_fnc_addStackedEventHandler; }; [ {(((_this select 0) getvariable [QGVAR(bloodVolume), 0]) < 65)}, {(((_this select 0) getvariable [QGVAR(pain), 0]) > 0.9)}, {(((_this select 0) call FUNC(getBloodLoss)) > 0.25)}, {((_this select 0) getvariable [QGVAR(inReviveState), false])}, {((_this select 0) getvariable ["ACE_isDead", false])} ] call FUNC(addUnconsciousCondition);